
A pig farmer decides he no longer wants to dispose of bodies for the mob. What follows is a discussion between him and his would-be killer.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
A very boring work. I honestly don’t understand why it has such high ratings…The voice acting is quite good, but I still think it would have been better to remove the walking-simulator elements altogether and make it a purer VN. A walking simulator should not merely be a game in which the player is allowed to walk. It ought to be built around spatial exploration, environmental storytelling, and emotional progression, allowing the scene itself to become a narrative vessel for memory. Rooms, roads, furniture, and light should form a language of their own. A good walking simulator does not simply tear a text-based story apart and throw the pieces into a 3D environment; it lets the player gradually come to understand a person through space. In this game, however, space does not carry any real narrative function. The central content still unfolds almost entirely through dialogue. The farm, the pigpen, the kitchen, the garage—these places should have been sedimentary layers of the protagonist’s failed life and moral exhaustion. Yet in practice, they are mostly just backdrops. Once the player enters a scene, what awaits is a sparse visual environment, invisible walls, and mechanical chores: shoveling manure, fixing a car, milking a cow—actions that have little meaningful connection to the core narrative. I understand why these mini-games are there. The game likely wants to use daily labor to increase immersion, to offset the dryness of pure dialogue with the motions of ordinary life. It is probably trying to make the player feel that death, or the end, does not arrive with theatrical grandeur, but hangs quietly over the most ordinary day. You still have to feed the animals, shovel manure, cook a meal, and talk to an old friend—as if life has not truly ended so long as routine continues to move. But in my experience, these designs mostly had the opposite effect. They did not truly serve the plot, the emotion, or the act of understanding. Instead, they fragmented the rhythm of the narrative. Good interaction should bring the player closer to the character’s situation, not leave them mechanically laboring in empty spaces, as though filling a silence that could have been far more concise. I did not understand this man any better because I shoveled manure or cooked a meal. I only felt the reading pace slow down, the emotion become diluted. To put it plainly, I was drowsy—only near the ending did I become a little more awake. A lonely man, a man who has failed in almost every realm of his life, finally decides to stop taking part in something wrong. It is not that he has never resisted; it is that he no longer believes resistance can change anything. The problem is that the game takes such a heavy, suffocating subject and places it inside a rather tedious interactive structure. Well, I suppose in that sense it does succeed in being suffocating. A lonely man, a man who has failed in almost every realm of his life, finally decides to stop taking part in something wrong. It is not that he has never resisted; it is that he no longer believes resistance can change anything. The problem is that the game takes such a heavy, suffocating subject and places it inside a rather tedious interactive structure. Well, I suppose in that sense it does succeed in being suffocating. His predicament is not simply “I don’t want to do this anymore.” It is a deeper spiritual depletion. After living for so long amid guilt, silence, transactions of interest, and self-loathing, he finally discovers that he can no longer form any meaningful connection with society, with family, with his son, with his friend, or even with himself. Resistance is directed outward; it still means that you believe the world might answer you. Estrangement and surrender are a deeper inward collapse. They mean that the individual no longer believes he can return to society, nor that he can ever be understood. In a sociological sense, no person exists in isolation. We are held together by kinship, labor, moral judgment, communal identity, and the small rituals of daily life. No matter how lonely a person is, as long as he is still explaining himself, arguing for himself, or waiting for someone to understand him, there remains a thin thread tying him to the world. But this man seems to have already cut that thread. It is not that he does not know the consequences, nor that he fails to understand his hitman friend’s attempts to persuade him. He simply no longer wishes to keep surviving by means of something wrong. Some forms of despair do not scream. They are calm. They do not collapse in spectacle. They finish the day’s farm work, cook dinner as usual, speak to an old friend as usual, and then never look back. Adios. Between life and farewell, I choose the silence that asks nothing more of me.
“To say goodbye is to die a little.” 说一声再见,就是死去一点点。 我喜欢钱德勒作品中所拥有的那种独特的气质,尤其是对《漫长的告别》——弥漫的感伤与幻灭感、几近满溢的孤独与浪漫,迷人却又令人心碎。我想我再也遇不到拥有这般气质的作品了,直到今天,一个平静的下午,我打开了《Adios》。 主角是一个帮助黑帮处理尸体的农场主——多年前为了筹钱给家人治病,他不得不这样做,即使加入黑帮代表着他从今往后要么一直做这份工作,要么什么都别做。就这么平静地过了十五年,在一个与平常没什么不同顶多是天气有些好的早晨,主角忽然对黑帮老大说了一句:“我不干了。” 我们当然都知道这意味着什么,可主角只是带着老大在农场转了一圈,一个不断地在回忆和诉说,一个不断地在劝说和警告,他不懂主角为什么会做出如此愚蠢的决定。他当然不懂,正如他不懂为什么主角会痴迷于修饮料机、不懂他为什么仅仅因为认为农场中应该有匹马而养了一匹马、不懂他为什么会为了少做点坏事好去天堂见自己的妻子而放弃自己的生命。最后他放弃了,留给主角最后一个下午,想做什么就去做吧。 我一直在想,如果我得知今天将是我生命的最后一天,我会做些什么呢?去完成那些平日不敢做的疯狂的念头,或是跟心爱之人告别,我想这是一个正常人大概率会去做的。可他只是像往常一样钓了很久的鱼、喂了农场里的动物、做了一顿不算丰盛的晚餐,唯一不同的是他还给关系很差的儿子打了个电话——被臭骂了一番也没有多说什么,他甚至没有去妻子的墓前告别,反而是坐在他死去的狗狗的坟前说了会话。就这样,他生命中的最后一天,平淡地结束了。 人就是如此脆弱吧,失去了重要的心灵支柱以后,什么都不重要了,宁愿放弃一切去追寻一个荒诞缥缈的梦,去拥抱无尽的虚无。我想他在失去她的那一天,就已经死去了,只是肉体还存在着,不怎么想活,也不怎么想死,而恰好在今天,脑子里突然出现一个声音:“该结束了。”一切都是那么的自然又突兀,仿佛自己只是做了个有点长的梦,而今天梦醒了。 《Adios》中的那种孤独与抽离感让我着迷,文本与配音也是相当优秀,这部作品的情感表达相当克制,在我看来这是一种高级的触动人心的方式,至少让我能够沉浸其中甚至忍不住流泪。 最后游戏中还有一个让我惊艳的点,像大多数游戏一样,在你对话时偶尔会让你决定下一句说什么,其中会有一些灰着的不能点的选项,但不同于大多数游戏是需要满足特定条件才能选择,《Adios》里的每一个灰色选项都不能选,因为它们都是主角说不出口的心里话。 你知道吗,其实我还有很多话想说,如果我说得出口的话。
[h2]Sinopsis[/h2] Adios es un pequeño título narrativo en 1ª persona centrado en el diálogo entre dos hombres, con un toque dramático como telón de fondo. Durante más de 15 años hemos permitido que la mafia trajese los cuerpos de sus víctimas a nuestra granja para que los cerdos se deshiciesen de ellos. Esta extraña colaboración ha sido beneficiosa para ambas partes, pero estamos cansados, la vida nos ha tratado duramente y sentimos que necesitamos hacer algo para reconducirla. Ha llegado el día en el que tenemos que hablar con nuestro antiguo socio y cortar los vínculos, decir adios, pero no es tan sencillo dejar de colaborar con la mafia sin consecuencias. [h2]Jugabilidad / Apartado técnico[/h2] Tras plantearle a nuestro socio la renuncia, este insistirá en pasar el día con nosotros, echarnos una mano en las labores de la granja y charlar tranquilamente sobre el asunto. Disponemos de una agenda con distintas tareas que podremos llevar a cabo en el orden que queramos. Alimentar al caballo, ordeñar las cabras o limpiar a los cerdos, así como relajarnos tomando un refrigerio, yendo de pesca o lanzando unas herraduras, serán algunas de estas actividades que tomarán forma de minijuegos o sencillas acciones. El peso de toda la trama recae en la profunda conversación que mantendrán en todo momento ambos personajes, sincerándose y ahondando en aspectos cruciales de la vida. Podremos elegir ciertas líneas de dialogo, pero la mayoría transcurre de forma automática. [h2]Valoración[/h2] Adios es una de esas experiencias que apuestan por una trama profunda y sentida, decorándola con ciertos elementos jugables que la hacen más amena y nos dan algo con lo que entretenernos a medida que se va relatando la historia. No es un juego que vaya a cambiarte la vida, pero apuesta por una idea original, incluso macabra; ofrece un diseño atractivo, tanto de la granja como de los caricaturescos personajes y toca temas sensibles y adultos de una forma tranquila y bien planteada. Los minijuegos son muy sencillos, casi simbólicos y la historia es bastante predecible, por lo que solo podría recomendar el juego a aquellas personas que quieran relajarse un rato con una pseudo-novela visual en 1ª persona y tengan afición por las historias dramáticas. ✔️ [b]Positivo[/b]:[list] [*]El diseño gráfico de la granja y los protagonistas está bien planteado, apostando por un estilo particular y resultón. [*]La conversación entre ambos personajes es profunda y serena, abordando temas adultos de una forma delicada y muy humana. [*]Una experiencia corta y directa, sin rodeos, perfecta para desinhibirse un rato. [/list] ❌ [b]Negativo[/b]:[list] [*]La historia, aunque interesante, es bastante predecible, empezando por el propio título del juego. [*]Encontramos muchos minijuegos y tareas, pero se nota que simplemente están ahí para hacer relleno y mantenernos entretenidos mientras escuchamos la historia. [*]No se encuentra traducido al español. Una pena, teniendo en cuenta que la principal baza con la que cuenta el juego es su historia y el diálogo. [/list] 📢 [b]Idioma[/b]: No está traducido al español. ⌛ [b]Duración[/b]: 1-1:30 horas juego base/ 1:30-2 horas para 100%. 🎮 [b]Steam Deck[/b]: Funciona sin problemas. Lo salvaría de las llamas! 👨🚒👍🔥 [h1]6’5/10[/h1] [quote]🚨 Si te ha gustado la reseña y quieres descubrir buenos juegos, sígueme en mi página de Mentor: [url=https://store.steampowered.com/curator/45092978/] Indies ON FIRE [/url]🚨[/quote]
[h1] Genre [/h1] Ein kurzes Story Driven Adventure [h1] Story [/h1] Wir spielen einen Alten Farmer der für die Mafia arbeitet. Scheinbar verfüttern wir Leichenteile an unsere Schweine. Eines Tages aber beschließen wir das wir nicht mehr wollen und erklären dies unserem vermeintlichen Freund & Killer. Dieser versucht uns zu überzeugen aber unser Entschluss steht fest. Wie geht die Geschichte aus? Was wird mit uns passieren? [h1] Gameplay[/h1] Das Spiel ist in mehrere kleinere Segmente aufgeteilt und wir sehen so gut wie immer ein Gespräch zwischen uns und dem Mafia Typ. Dieser begleitet uns den ganzen Tag auf unserer Farm und hilft uns etwas bei der Arbeit. Wir können zwischendurch verschiedene Antworten geben aber diese haben wohl kaum Einfluss auf irgendwas, denn die Story hat nur ein Ende. Es gibt Segmente wo wir frei durch die Gegend laufen & mit Sachen interagieren können aber wirklich viel gibt es nicht zu sehen. Das Spiel setzt komplett auf die Story. Das Voice Acting ist sehr gut gelungen und man fühlt mit dem Farmer mit [h1] Achievement Schwierigkeit 3/10 [/h1] Es gibt insgesamt 25 Erfolge. Die meisten der Erfolge sind Gameplay bezogen wie z.B. das Hufeisen werfen gewinnen, unsere Freund/Killer Soda & Cola geben, 3 Mahlzeiten kochen, sowohl alle Schallplatten als auch Tapes anhören usw. Es gibt einen sehr guten Guide in der Community falls man Hilfe benötigt [h1] Pro/Contra [/h1] + Gute Story + Gutes Voice Acting + Achievements + Sammelkarten - Grundpreis ist für die kurze Spielzeit etwas Hoch [h1] Fazit [/h1] Ein gut gelungenes, kurzes Story Driven Adventure mit einem mal eher unverbrauchten Setting. Story ist gut gelungen & das Voice Acting ist super. Man fühlt mit dem Farmer & seiner Lebensgeschichte mit. Wer gerne Story Driven Adventures mag, kann hier nichts Falsch machen. ich würde aber eher im Sale zuschlagen weil das Spiel echt sehr kurz ist 👑 Powered by HoI 4 Deu Curators group in German / English 👑⠀⠀⠀[list][*][url=https://store.steampowered.com/curator/30388691/] Follow Main group [/url][*] [url=https://store.steampowered.com/curator/40282064/] Follow Second group [/url][*] [url=https://store.steampowered.com/curator/44688798/] Follow third group [/url][/list]
I'm not one to be harsh on a game for just being a narrative rather than a "traditional" game. But to be completely honest, there's not a whole lot to this one. It tries to tell a gripping story, and while the voice acting and the premise are quite good, there's just not enough to keep me engaged with it. Maybe I'm heartless, maybe I just didn't connect at all. But I really found myself not caring too much about anything going on in this game. I found myself zoning out on most of the conversations, as there isn't a whole lot to do while characters are talking. There is some interactivity but hardly any and when there is they are unpolished physics based interactives that are kind of amusing at first but wear out their welcome. At least it was under 2 hours so I didn't have to spend too much of my time on this.
More of an interactive story than a traditional game, but the writing and voice acting do a great job carrying the emotional weight. The conversations feel grounded and uncomfortable in a very intentional way, making the slow pacing actually work in its favor. Gameplay is minimal, so this really depends on whether you enjoy narrative-focused experiences. Short, heavy, and surprisingly memorable by the end.
sad pig game
its a short little game that tells a short story very well. its very grounded and down to earth and i like that in a game.
Most games try to give you power fantasies. Adios gives you a masterclass in powerlessness. Shoveling manure and milking goats alongside the man who might have to kill you by sunset creates an atmosphere so thick you could cut it with a knife. The writing understands that what isn't said matters just as much as what is. It's short, unpolished in places, but emotionally flawless. Really really good.
Interesting, but glad I got it on a sale; double checked to be sure, and there just isn't a lot of depth here for the non-sale pricetag, even given the spit and polish. It's a tight short story, just a little too short, perhaps. Replay value is a little low as well, but if you like short thematic stories, get it on sale.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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